Battlemind Powers List

NOTES:

Saving Throw

Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power’s level + the psionic character’s key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.

Power Resistance

Power resistance is a special defensive ability that protects against psionic powers. If a psionic character faces a creature with power resistance, he or she must make a level check (1d20 + psionic character’s class level) equal to or greater than the creature’s power resistance for the power to affect it.

Psi Power Cost
The cost of each level psi power *WITHOUT* any modification is as follows:
Level 0 - 1
Level 1 - 3
Level 2 - 5
Level 3 - 7
Level 4 - 10
Level 5 - 15

Level 0 Powers

Conceal Thoughts
(Charisma [Mind-Affecting])
Point Cost - 1
Level: 0; Display: Mental; Manifestation Time: 1 Full Round Action; Range: Close (25 ft. +5 ft./2 levels); Target: Personal; Duration: 1 hour/level; Saving Throw: Will negates (harmless); Power Resistance: Yes
You protect your thoughts from analysis. While the duration lasts, the feat Psychic Inquisitor fails to operate against you, and you gain a +20 circumstance bonus on Bluff checks against those attempting to discern your true intentions with Sense Motive. You also gain a +4 bonus on your saving throw against any power used to read your mind (such as detect thoughts or mind probe).

Daze
(Charisma [Compulsion, Mind-Affecting])
Point Cost - 1
Level: 0; Display: Mental, Material; Manifestation Time: Attack Action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person.; Duration: 1 round; Saving Throw: Will negates; Power Resistance: Yes
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.

Distract
(Telepathy (Cha) [Mind-Affecting])
Point Cost - 1
Level: 0; Display: Auditory; Manifestation Time: Attack Action; Range: Close (25 ft. + 5 ft./2Ievels); Target: One living creature; Duration: Concentration, up to 1 minute/level; Saving Throw: Yes, (Will negates); Power Resistance: Yes
You cause your subject's mind to wander, distracting them. Subjects of distract make all Listen, Spot. Search, and Sense Motive checks at a -1 penalty.

Expanded Vision
Clairsentience (Wis)
Point Cost - 1
Level: 0; Display: Visual; Manifestation Time: Standard Action; Range: Self; Target: Personal; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: No
Your field of vision is wider than normal, granting you reduced penalties and even bonuses in specific situations. In effect, you have a 315-degree arc of sight, allowing you some slight vision of creatures that might otherwise fully flank you. Thus, opponents flanking you gain only a +1 bonus on their attack rolls instead of +2 (although rogues can still take sneak attacks because you are still partly flanked). All your
Spot checks gain a +1 enhancement bonus. Concurrently, you suffer a -2 enhancement penalty against all gaze attacks while the power persists.

Inkling
Clairsentience (Wis)
Point Cost - 1
Level: 0; Display: Mental; Manifestation Time: Standard Action; Range: Self; Target: Personal; Duration: Instantaneous; Saving Throw: None; Power Resistance: No
Give a base chance for receiving a meaningful reply of 50% of whether a situation is good or bad. Note: You may only manifest inkling a number of times per day equal to your Wisdom modifier +1, regardless of further payment of power points or number of free manifestations left in the day. This restriction reflects the strain you put on your mind by using such a low-level power. In addition, what is considered "good" and "bad" in a situation can vary. For example, what is "bad" for a character in a situation, may be "good" for the group. So answers may, on occasion, be open to interpretation.

Know Direction
Clairsentience (Wis)
Point Cost - 1
Level: 0; Display: Mental; Manifestation Time: Standard Action; Range: Self; Target: Personal; Duration: Instantaneous; Saving Throw: None; Power Resistance: No
You instantly know which way is north. If in a place where magnetic field lines do not specify north, you may know the direction of a prominent landmark, at the DM's discretion. You only know the direction of north immediately after manifesting this power. Subsequent movement on your part could confuse matters once again.

Lesser Natural Armor
Psychometabolism (Str)
Point Cost - 1
Level: 0; Display: Material, Olfactory; Manifestation Time: Standard Action; Range: Self; Target: Personal; Duration: 1 minute; Saving Throw: None; Power Resistance: No
Your skin grows thick ridges, providing a +1 natural armor bonus to your AC. Unlike mundane armor, natural armor entails no armor check penalty or speed reduction.

Missive
(Charisma [Language-Dependent])
Point Cost - 1
Level: 0; Display: Visual; Manifestation Time: Attack Action; Range: Close (25 ft. +5 ft./2 Levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes
The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.

Valor
Strength
Point Cost - 1
Level: 0; Display: Audible; Manifestation Time: See Text; Range: Personal; Target: Self; Duration: Instantaneous; Saving Throw: None; Power Resistance: No
The manifester can immediately apply a +1 morale bonus on a saving throw. A manifester can manifest this power instantly, quickly enough to gain the +1 morale bonus on a saving throw in the same round. Manifesting the power is a free action.

Level 1 Powers

Bestow Power
(Telepathy [Mind-Affecting])
Power Point Cost - 3
Level: 2; Display: Mental; Manifestation Time: Standard Action; Range: 20 ft.; Target: One psionic creature; Duration: Instantaneous; Saving Throw: None; Power Resistance: No;
You link your mind with another psionic creature’s mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels. Because of the intimate nature of this power, it cannot be fabricated into a psionic item—only power points generated by a psionic creature in the moment can be shared using bestow power.

Chameleon
(Strength)
Power Point Cost - 3
Level: 1; Display: Olfactory; Manifestation Time: Attack Action; Range: Personal; Target: Self; Duration: 10 min/ level (D); Saving Throw: No; Power Resistance: None
Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Hide checks

Control Object
Psychokinesis (Con)
Power Point Cost - 3
Level: 1; Display: Visual; Manifestation Time: Full Round Action; Range: Medium (100 ft. + 10 ft./level); Target: One nonmagical, unattended object weighing up to
100 pounds; Duration:Concentration, up to 1 round/level; Saving Throw: None; Power Resistance: No
You telekinetically “bring to life” inanimate objects. Though not actually alive, objects move under your control. For instance, a chair may walk, a dead tree shuffle, a stone waddle. Live vegetation may not be controlled in this fashion, nor may already animate objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements. If rigid, it makes creaking, groaning, or grating sounds as you control it. The object can move with a speed of 10 feet. A controlled object that attacks an opponent has one slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage. Note: You may attempt to “control” a normal lock, making it move in such a way as to attempt to unlock itself. Using this power in this fashion grants a +4 competence bonus on Open Lock checks involving that particular lock.

Control Sound
Psychokinesis [Sonic]
Power Point Cost - 3
Level: 2; Display: Auditory, see text; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One sound or mixture of related sounds; Duration: Concentration, up to 1 min./level; see text; Saving Throw: None; Power Resistance: No
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.

Darkvision
Clairsentience (Wis)
Power Point Cost - 3
Level: 1; Display: Visual; Manifestation Time: Standard Action; Range: Touch; Target: Personal; Duration: 1 hour/level; Saving Throw: None; Power Resistance: Yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Detect Poison
Wisdom
Power Point Cost - 3
Level: 1; Display: Olfactory; Manifestation Time: Attack Action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature, one object, or a 5-foot cube; Duration: Instantaneous; Saving Throw: No; Power Resistance: None
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Craft (chemical) skill may additionally try an Craft (chemical) check, DC 20.
Note: The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Feather Fall
Psychoportation (Dex)
Power Point Cost - 3
Level: 1; Display: Auditory; Manifestation Time: See Text; Range: Close (25 ft. + 5 ft./2 levels); Target: Any free-falling objects or creatures in a 10-ft. radius whose weight does not total more than 300 lb./level; Duration: Until landing or 1 round/level; Saving Throw: Yes (Will negates); Power Resistance: Yes (object)
The creatures or objects affected fall slowly. The rate of fall is instantly changed to a mere 60 feet per round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the power is in effect. However, when the duration expires, a normal rate of fall occurs. You can manifest this power instantly, quickly enough to save yourself if you unexpectedly fall. Manifesting the power is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. This power has no special effect on ranged weapons unless they are falling quite a distance. If manifested on a falling item, such as a boulder dropped from the top of a castle wall, the item does half normal damage based on weight (1d6 per 400 pounds) with no bonus for the height of the drop. The power works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Heal Self
Wisdom
Power Point Cost - See Text
Level: 1; Display: Visual; Manifestation Time: Full Round Action; Range: Personal; Target: Self; Duration: 1 round per 1 power points spent; Saving Throw: None; Power Resistance: No; Power Point Cost: 1 per HP (1:1)
This power allows the user to heal their wounds. For every 1 power point spent, the user may heal 1 HP of damage (1:1 expenditure). When this happens a blue aura surrounds any wounds. If the wound is a bleed, the first 3 power points spent will stabilize the wound but will not heal an HP.

Lesser MindLink
Telepathy (Cha)
Power Point Cost - 3
Level: 1; Material: Visual; Manifestation Time: Attack Action; Range: Close (25 ft. + 5 ft./2 levels); Target: You and one other creature who is initially no more than 30 ft away; Duration: 10 minutes/level; Saving Throw: None; Power Resistance No
You forge a telepathic bond with another creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Minor Concussion
Psychokinesis (Con)
Power Point Cost - 3
Level: 1; Display: Auditory; Manifestation Time: Attack Action; Range: Medium (100ft + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude for half; Power Resistance: Yes
A target you select is pummeled with telekinetic force for 1d6 points of damage. You may choose to have the power deal an equal amount of subdual damage instead. Minor concussion always affects a
subject within range that you can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects (doors, walls, locks, and so on) cannot be damaged by the power.

Sustenance
Psychometabolism
Power Point Cost - 3
Level: 1; Display: Material; Manifestation Time: Standard Action; Range: Personal; Target: Self; Duration: 1 day
You can go without food and water for one day. Each time you manifest this power, your body manufactures sufficient solid and liquid nourishment to satisfy your needs for that time.

Level 2 Powers

Combat Precognition
Clairsentience (Wis)
Power Point Cost - 5
Level: 2; Display: Visual, Material; Manifestation Time: 1 action; Range: Personal; Target: Self; Duration: 1 hour/level; Saving Throw: None; Power Resistance: No;
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent's blows. You gain a +1 insight bonus to AC. If you are caught flatfooted, this bonus to AC does not apply.

Combat Prescience
Clairsentience (Wis)
Power Point Cost - 5
Level: 2; Display: Visual; Manifestation Time: 1 action; Range: Personal; Target: Self; Duration: 1 minute/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 3
Level: Psion 2/Psychic Warrior 2
Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +2 insight bonus on your attack roll.

Harden Skin
Power Point Cost - 5
Constitution
Level: 2; Display: Visual; Manifestation Time: 1 action; Range: Personal; Target: Self; Duration: 10 minutes/level or until discharged; Saving Throw: Will negates (harmless); Power Resistance: Yes
The user's skins hardens up and less prone to damage. The user gains DR/2 for the duration.

Instant Reload
Dexterity
Power Point Cost - 5
Level: 3; Display: Audible, Material; Manifestation Time: Attack Action; Range: Touch; Target: One ranged weapon with ammunition; Duration: Instantaneous; Saving Throw: No; Power Resistance: None
You can reload your weapon as an attack action, calling the ammunition from another location in the same manner as call weaponry. The ammunition and its location must be designated at the time the spell is case, but it may be any distance away. Any amount may designated, but only one type of ammunition (as far as caliber is concerned) may be used per manifestation. When activated, the power automatically reloads the clip, chamber, or action of the weapon with the full number of shots that it can hold.

Lesser Domination
Charisma [Compulsion, Mind-Affecting, Language-Dependent]
Power Point Cost - 5
Level: 2; Display: Mental; Manifestation Time: Attack Action; Range: Close (100 ft. + 10 ft./Level); Target: One medium sized or small creature; Duration: 1 day/Level (D); Saving Throw: Will negates; Power Resistance: Yes
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. The power fails if no common language is shared. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her. The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw. Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.

Mental Trap
Clairsentience
Power Point Cost - 5
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d3 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.

Psionic Lock
Psychoportation (Dex)
Power Point Cost - 5
Level: 2; Display: Material; Manifestation Time: Standard Action; Range: Touch; Target: The door, chest, or lockable object touched, up to 30 square ft./level; Duration: 1hour/level; Saving Throw: None; Power Resistance: No
A psionic lock power manifested upon a door, chest, or lockable object psionically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with

Psionic Scent
Psychometabolism
Power Point Cost - 5
Level: 2; Display: Mental; Manifestation Time: Standard Action; Range: Personal; Target: You; Duration: 1 round/level
You gain an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows you to detect approaching enemies, sniff out hidden foes, and track by sense of smell. With the scent ability, you can identify familiar odors just as humanoids do familiar sights.

You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at triple normal range.

When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source’s location.

If you have the Track feat, you can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. If you are tracking with psionic scent, you ignore the effects of surface conditions and poor visibility.

Ubiquitous Vision
(Clairsentience)
Power Point Cost - 5
Level: 2; Display: Visual; Manifestation Time: Standard Action; Range: Personal; Target: Self; Duration: 10 min/ level; Saving Throw: No; Power Resistance: None
You have metaphoric “eyes in the back of your head,” and on the sides and top as well, granting you benefits in specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability while flanking (but they may still sneak attack you if you are denied your Dexterity bonus). Your Spot and Search checks gain a +4 enhancement bonus. Concurrently, you take a -4 penalty on saves against all gaze attacks during the power’s duration.

White Noise
Constitution
Power Point Cost - 5
Level: 2; Display: None, Material; Manifestation Time: Attack Action; Range: Personal; Target: Self; Duration: 1 min/level; Saving Throw: None; Power Resistance: No;
You surround yourself with a bubble of low-level electromagnetic radiation, not enough to be detected by normal individuals but sufficient to defeat most electronic transmissions (like cell phones, radio broadcasts, and television signals). Hardwired effects such as cable TV or telephones, or self-contained devices such as video cameras are unaffected by this power. Those using the affected devices get scrambled signals and white noise, and are aware that they are being jammed.

Level 3 Powers

Danger Sense
Clairsentience (Wis)
Power Point Cost - 7
Level: 3; Display: Visual; Manifestation Time: Standard Action; Range: Touch; Target: Personal; Duration: 1hour/level; Saving Throw: None; Power Resistance: No;
You can sense the presence of danger before your Sense would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to AC against attacks by traps.

Detect Remote Viewing
Clairsentience (Wis)
Power Point Cost - 7
Level: 3; Display: Visual, Mental; Manifestation Time: Standard Action; Range: 120 ft.; Target: Area pf 120 ft. radius emanation centered on you; Duration: 24 hours; Saving Throw: None; Power Resistance: No
Level: 7
You immediately become aware of any attempt to observe you by means of clairaudience/clairvoyance or remote viewing. The power’s effect radiates from you and moves as you move. The power also reveals the use of other means of viewing, including magical scrying (unless the Psionics Are Different option is used). You know the location of every psionic sensor within the power’s area. If the viewing attempt originates within the area, you also know its location. If the attempt originates outside this range, you and the remote viewer immediately make opposed Remote View checks. (A Remote View check is the same as an Intelligence check for a creature without the Remote View skill. If opposing magical scrying, your Remote View check is opposed by the opponent’s Scry check) If you at least match the remote viewer’s result, you get a visual image of the remote viewer and a sense of the remote viewer’s direction and distance from you (accurate to within one-tenth the distance).

Mental Barrier
(Clairsentience)
Power Point Cost - 7
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: No
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s attack roll in order to gain this power’s benefit against that attack.

Mindlink
Telepathy (Cha)
Power Point Cost - 7
Level: 3; Material: Visual; Manifestation Time: Standard Action; Range: Range: Close (25 ft. + 5 ft./2 levels); Target: You and other creatures that are initially no more than 30 ft away *See Text; Duration: 10 minutes/level; Saving Throw: None; Power Resistance No
You forge a telepathic bond with other creatures, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). The maximum number of creatures that can share a Mindlink is equal to 1 + the Psion's Cha Score (not Mod). Psions may also choose to merge multiple Mindlinks together as long as proper point powers have been expended and enough Psions remain in the links to support the numbers. Participate duration is kept the same per original Mindlink.

Mental Trap, Improved
Clairsentience
Power Point Cost - 7
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6+1 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.

Negate Psionics
Constitution
Power Point Cost - 7
Level: 3; Visual; Manifestation Time: Attack Action; Range: Range: Medium (100 ft. + 10 ft./Level); Target: One psionic character or creature, or one object; or 30-ft.-radius burst; Duration: Instantaneous; Saving Throw: None; Power Resistance No
Negate psionics can be used to end ongoing powers that are manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing power (or at least their effects) within an area. A negated power ends as if its duration had expired. Negate psionics can negate (but not counter) the ongoing effects of supernatural abilities as well as psionic powers. Negate psionics affects spell-like abilities just as it affects powers (and spells). A manifester can’t use negate psionics to undo the effects of any power with instantaneous duration. The manifester chooses to use negate psionics in one of two ways: a targeted negation or an area negation:

Targeted Negation: One object, creature, or power is the target of the power. The manifester makes a negation check against the power or against each ongoing power currently in effect on the object or creature. A negation check is 1d20 + 1 per manifester level against a DC of 11 + the manifester level of the power to be negated. If the object that targeted is a psionic item, the manifester makes a negation check against the item’s manifester level. If the manifester succeeds, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. The manifester automatically succeed on the negation check against any power that he or she manifested his or herself.

Area Negation: The power affects everything within a 30-foot radius. For each creature that is the target of one or more powers, the manifester makes a negation check against the power with the highest manifester level. If that fails, he or she makes negation checks against progressively weaker powers until he or she negates one power (which discharges the negate psionics so far as that target is concerned) or fails all his or her checks. The creature’s psionic items are not affected.

For each object that is the target of one or more powers, the manifester makes negation checks as with creatures. Psionic items are not affected by area negations.
For each ongoing power with an area centered within the negate psionics target area, the manifester makes a negation check to negate the power.
For each ongoing power whose area overlaps with that of the negation, the manifester makes a negation check to end the effect, but only within the area of the negate psionics.

Share Pain
(Psychometabolism)
Power Point Cost - 7
Level: 5; Display: Mental, Material; Manifestation Time: Standard Action; Range: Touch; Target: You and one willing creature, or two willing creatures; see text; Duration: 1 hour/level (D); Saving Throw: Will negates; Power Resistance: Yes
This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. If your hit points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hit point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned. If you and the subject move farther away from each other than close range, the power ends. You can manifest this power on two willing subjects, one of which you designate to share its damage with the other.

Level 4 Powers

Fate of One
Clairsentience (Wis)
Power Point Cost - 10
Level: 4; Display: Visual; Manifestation Time: See Text; Range: Personal; Target: Self; Duration: Instantaneous; Saving Throw: None; Power Resistance: No
Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check, and use the better of the two rolls for your result. You can manifest this power instantly, quickly enough to gain its benefits in a clutch situation. Manifesting the power is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round, if applicable.

Forced Mindlink
Telepathy (Cha)
Power Point Cost - 10
Level: 4; Material: Visual; Manifestation Time: Attack Action; Range: Range: Close (25 ft. + 5 ft./2 levels); Target: You and one creature that are initially no more than 30 ft away; Duration: 10 minutes/level; Saving Throw: Will negates; Power Resistance No
As lesser mindlink, except you can attempt to create a telepathic bond with a creature who is not willing. Even if you create a bond with an unwilling creature, it can still decide not to “speak” with you through the telepathic bond.

Imbue Psionic Item
(Telepathy [Mind-Affecting])
Power Point Cost - 10, See text
Level: 4; Display: Mental, Visual; Manifestation Time: Standard Action; Range: 20 ft.; Target: One psionic capable object; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes
You allow your power to flow through you and into an object capable of holding psionic energy. After paying the initial power point cost to focus and activate the power, the caster my transfer a number of power points equal to the caster's psionic level. The amount the object can hold is determined by the object and psion can tell when the item is at capacity. The can be used to charge psionic items and more. For example, to imbue an item with 4 power points, it would cost 10 to activate the power and 4 to transfer 4 power points to the item in question.

Mental Trap, Advanced
Clairsentience
Power Point Cost - 10
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d8+2 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.

Natural Armor
Strength
Power Point Cost - 10
Level: 4; Display: Olfactory, Material; Manifestation Time: Attack Action; Range: Personal; Target: Self; Duration: 1 minute/Level; Saving Throw: Fort negates; Power Resistance: No
This power provides a +4 natural armor bonus to the manifester’s Defense. Natural armor does not carry an armor penalty and does not reduce speed. This power’s effect does not stack with other natural armor bonuses.

Power Resistance
Constitution
Power Point Cost - 10
Level: 4; Display: Auditory, Visual; Manifestation Time: Full Round Action; Range: Touch; Target: One creature touched; Duration: 10 minutes/level; Saving Throw: Will negates (harm Less); Power Resistance: Yes (harmless)
The target gains psionic power resistance 11 + your caster level.

Touchsight
Power Point Cost - 10
Level: 4; Display: Visual; Manifestation Time: Standard Action; Range: Personal; Target: Self; Duration: 1 min/ level (D); Saving Throw: No; Power Resistance: None
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

Vigor
Psychometabolism (Str)
Power Point Cost - 10
Level: 4; Display: Material, Olfactory; Time: Full Round Action; Range: Personal; Target: Self; Duration: 1 minute/level; Saving Throw: No; Power Resistance: None
You suffuse yourself with power, gaining 2 temporary hit points per manifester level (maximum 20 hit points). These hit points do not stack with temporary hit points from other sources or with additional uses of vigor. These temporary hit points are reduced first when damage occurs.

Level 5 Powers

Body Purification
Psychometabolism (Healing)
Power Point Cost - 15
Level: 5; Components: Auditory, Material; Casting Time: Full Round Action; Range: Personal; Target: Self; Duration: Instantaneous
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain. (Ability drain is permanent)

Mind Probe
Telepathy (Cha)
Power Point Cost - 15
Level: 5; Display: Material, Visual, Auditory; Manifestation Time: 1 minute; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 minute/level; Saving Throw: Fort negates; Power Resistance: Yes
All the subject's memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the mind probe to wake after each question. Subjects who do not wish to be probed
can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions. Creatures protected by mind blank are immune to mind
probe.

Mental Trap, Greater
Clairsentience
Power Point Cost - 15
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d12+3 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.

Inertial Armor
Psychokinesis
Power Point Cost - 15
Level: 5; Display: Visual; Manifestation Time: Standard Action; Range: Personal; Target: Self; Duration: 1 hour/level (D); Saving Throw: Will negates; Power Resistance: Yes
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

Psychofeedback
Strength
Power Point Cost - 15
Level: 5; Display: Visual; Manifestation Time: Attack Action; Range: Personal; Target: Self; Duration: 1 minute (D)
The manifester can use power points to boost his or her Strength, Dexterity, and Constitution modifiers as a free action. While the duration lasts, the manifester can use power points on a round-by-round basis to boost any or all of his or her physical ability score modifiers (not the actual ability score) by a number equal to half the power points he or she expends for that round as a free action. The manifester doesn’t have to boost an ability modifier every round to keep the power in effect—as long as the duration lasts, he or she has the potential to boost his or her ability modifiers on any round.

Sending
Dexterity
Power Point Cost - 15
Level: 5; Display: Mental; Manifestation Time: Full Round Action; Range: See Text; Target: One creature; Duration: 1 round; Saving Throw: None; Power Resistance: No
The manifester contacts a particular individual with whom he or she is familiar and sends a short message of twenty-five words or less. The target recognizes the manifester if it knows him or her. It can answer in like manner immediately. The target is not obliged to act on the message in any way.